TPM -> RE: The perfect wargame (3/8/2007 9:43:32 AM)
|
Hmmm...great question. I agree with the combination of HOI and TOAW...but I wouldn't have two "systems" where you do strategic things, then do tactical, etc. Get rid of the regions in HOI and put in hexes...the scale would be somewhere in the range of 1 hex = 50-100km. Yeah, that would be a cool game...all of HOI's political/strategic/industry-production wizardry combined with TOAW's superb land-warfare engine. Specifically, here's what I'd really like to see in my dream game: 1. Besides handling production, etc., I'd like an AI that can handle subordinate military tasks so that I can concentrate on the broad strategic issues. Example: The Italians need help in North Africa. I look over my units, I pick the Rommel HQ unit, some other Pz divisions, and give them the order to land in Tripoli. That's it, I don't do anything else. I don't find the units and direct them to a port, I don't put them in the boat, I don't delay the operation because one turn I forgot to move them. The AI arranges the whole thing--it grabs Rommel and the divisions from wherever they are, gets the nearby transports and finds the best route. I am notified if there are problems, or maybe the AI presents a couple of options. After he arrives, then I give him another order. I want to make broad strokes, I'm tired of clicking this unit and then that one, etc...(as you can guess, I won't be playing FiTE any time soon) 2. Simple, flexible chain of command. You can make any chain you want, attaching units freely. You've got 1 Div. and 2 Div., put them together and call it 1 Corps...then make that unit part of 1st Army. And then I can simply give the order to 1st Army to take that city, and I'm not clicking around. "People's Tactics" has the kind of command structure I'm talking about...simple, practical, flexible. Well, this post is ridiculously long...and I could go on too...anyway, those are my thoughts on a dream game...
|
|
|
|